Hearthstone: Heroes of Warcraft, Guide, How to play - Part 2: Card Types

Our guide to Hearthstone goes on and today it's mainly about the three types of cards: weapons, spells, and servants.

Contents

1 Hearthstone Guide - Part 2: Card Types - Servant
2 Hearthstone Guide - Part 2: Card Types - Weapons and Armor
3 Hearthstone Guide - Part 2: Card Types - Spell

Hearthstone Guide - Part 2: Card Types - Servant

Servants are the heart of Hearthstone and remain on the battlefield until they are destroyed. Servants cause damage to the opposing hero or attack other servants and remove these aside, they are offensive and defensive at the same time. They all have the following values:

Mana cost (top left)
This determines when a servant can be played. The higher the mana cost, the more the servant is. But very expensive servants also go stale long time on your hands while you are waiting for enough mana crystals. Some servants have to flexible mana cost - the Molten Giant is cheaper about on your hands, take the more damage you.


Vitality points (bottom right)
The value indicates how much damage a servant can endure. For each point of damage suffered his life points are reduced by one, at zero arrived, it is taken from the battlefield. As a special feature of Hearthstone's life total loss on servants is permanent. This means that the reduced health of a servant also applies to the next round until it is destroyed or cured.

Targets (bottom left)
This value indicates how much damage a servant can dish out. Unlike the life points targets not sink if the servant suffers damage. An example moored: A 1/2- of Goldshire, who has suffered a damage has still a point of attack and keeps his offensive potential.

Important servant skills
Although servant without additional rule text exist in Hearthstone, but most have a special ability, or even several.

Rush:
This capability allows servants to attack in the train in which they come into play. This is otherwise namely prevented. Servant with rush can surprise the enemy and are offensive.

Divine Shield:
The shield catches the next damage from any height and is thereby consumed. This is virtually an "extra life" for the servants. Direct Destruction spells, transformations or silence can bypass the defensive shields of God.

Battle cry:
The servant triggers an effect when it is summoned. When he returned to his hand and summoned again, and the effect is triggered again. But: If brought into play by a different effect of the servants, for you have to pay no mana (such as an alarm-O-Bot, the servant conjures up a random at the beginning of your turn from your hand), battle cry is not triggered.

Passive skills:
These skills are always valid (such as "All wild animals have +1 / +1") or are triggered by specific events. Once the servant has entered the field, the benefit is, until it is destroyed or displaced in silence.

Ridicule:
Servant can pick and choose who they attack as long as no servant is with mockery on the field. This must then be attacked first. As in Hearthstone can not be actively blocked as in many other games, ridicule is the most important defensive ability to protect his own hero or important servants. By playing by servants with scorn, that forces your opponent to play in a certain way. Note: When two or more servants with scorn the adversary can choose its target again between the Mock servants.

Death-rattle:
This capability means that an effect is triggered, if the servant is destroyed. This is true even if you destroy the servants themselves. The effect is not only triggered when the servant was moved or turned into silence.

After the servant has come into play, he is regarded as stealthy and can not be selected or attacked as a target, as long as it is stealthy. Since no silence effect helps. Stealth disappears only when he attacks himself. Only splash damage or spells on all the servants act (Mass, Twisting Nether), also caught sneaking servant.

Choose from:
These versatile servants You have one of two effects choose when they are played, such as certain bonuses: For the Druid of the Claw as either 4/4-Katze with rush or as 4/6-Bär with derision. Servant with this ability are very flexible - but currently only found in the druid class.

Enrage:
This capability servant can be enhanced if they suffer damage. To trigger temper tantrum, while a single point of damage at the servant reaches (a 2/3-Taurenkrieger with "Enrage: Attack +3" after a hit would be five points of attack.

Windfury:
The servant can attack twice in a row. It allows him to dish out much more damage than its strength suggests, and is particularly well suited for Attack Power - the doubled by the double attack virtually. Caution: Servant with Windfury also suffer for both attacks separately damage when they attack enemy servant.

Spell Damage:
Increases the damage for each point (but not healing) spells by one. A fireball with an extra point spell damage would therefore cause seven instead of six points of damage.

Silence - the skills-counter
Servant skills are powerful, but they can be turned off. The magic word is "Silent" or "silence" on some maps as well. The effect erases all previous effects on a servant, that own or permanently preserved by other card abilities or values increases. Through silence, she is almost blank - purple lines around the servants show the visual in the game. Interesting detail: silence also clears ridicule and takes the opponent so that the safe defense against attacks. This silence is a counter to almost all skills servants and valuable for offensive and defensive decks. The only drawback: silence does not prevent future effects. If a player plays a spell on a servant under the influence of silence, this gets back to normal the effect until you meet him a second silence.

Hearthstone Guide - Part 2: Card Types - Weapons and Armor

Servant to servants and servant against hero
Diplomacy does not exist in Hearthstone. Communication is limited to chatting with friends and the very limited communication menu (right click on the hero portrait for "Hello", "Oops!" Or "Well played"). There is more lively to the point! Only those who missed the other a good hiding, wins the game. The battle is working as in many other trading card games also: Every servant has attack and life points as values that are offset against each other when meeting. They cause damage equal to the attack of his own, he points to opposing health. If the health of a servant to zero, it is destroyed. So it often happens that two servants to destroy each other.

Damage and Healing
A peculiarity of Hearthstone is that damage is permanent. There is no automatic recovery after each round - except by certain cards. If a 2/7- taken for about two damage points, sinking his life points and he is only a 2/5-Diener, in future rounds. So you can slowly take apart with smaller servants a large enemy with multiple attacks in a row. In contrast, only helps healing, which may restore a servant to his original life points.

How does armor?
Even heroes have health points - 30 at the start of a game - and lose this by attacks of servants. Here the hero but never strikes back, so that attacks on heroes for servants, safely 'are. A special mechanism to protect the hero here is armor, make use of the current druid and warrior. During the life of a hero points by healing can rise to a maximum of 30, he can accumulate much any armor through maps and heroes skills. He takes damage, it will always first be deducted from the armor. It does not matter, the damage from whatever source comes - Armor so effective against spells like fireball from the magician.

This allows your hero slam!
Besides, servants who make up the bulk of Hearthstone and around which the game actually turns, there are other types of cards: spells and weapons. Let's start with the simpler weapons: weapons give the hero the chance to attack itself, as if it were an additional servant. However, not unlimited: it can only attack as many times as the weapon has durability, then the thing destroyed. Thus you can flog off the field with a gun over several rounds several servants. But beware, the hero attacks a servant who caused this damage equal to its attack points on the heroes themselves weapons so are well suited to defeat enemy servant, if you still have a large cushion of health points - are the life points your hero low, raked Your better with weapons only the enemy heroes. Warning: weapons will not help you on the defensive. In the train of the enemy they are disabled and therefore no defense.

What helps for weapons?
The opponent can destroy weapons, such as the servant Acidic sludge. But can not prevent an opponent plays the gun and used the same in the same train also. Moreover missile destroyers are quite rare in Hearthstone at the moment, making weapons currently among the strongest cards. You have just only consider the damage to the own hero.

Hearthstone Guide - Part 2: Card Types - Spell

Magic

One-off effects
Spells are in addition to weapons and servants of the third map type in Hearthstone. They played by the hand, and they produce a unique effect (about Hellfire: "3 Causes damage to all servants"). Has the magic one or more targets, this must be on the field. The Multi-shot of the hunter about ("3 Causes damage to two opposing servants") can only be cast while two servants are the enemy. Especially good spells are, whenever they evacuate enemy servant out of the way, for many otherwise very own servants would let life. There are targeted destruction spells like Soul Leech (kills a servant and represents life in the sorcerer back in) and mass destruction as Hellfire (causing 3 damage to all characters).

Special magic
Magic spells are not the same: in Hearthstone, there are some peculiarities. We explain the main exceptions:

The coin:
This is a unique card that receives only the player who is in a game as the second turn. It gives you in any round a point of mana - mind you no Mana crystal. You can therefore increase by the coin mana in a round to 1 and thus play something you actually could afford from your Mana crystal. The coin is considered to be magic and triggers effects that are activated by magic.

Secrets:
These spells are not triggered immediately - a secret is played, it sticks as a question mark on the character. Each mystery while a certain condition, such as "If your hero is attacked." Only if this condition is met, the secret activates on its own, and the effect comes into force. Through secrets you can so the enemy quasi set traps and do something in his train. Currently only use Mage, Paladin and hunter trap cards ... Pardon, secrets.

Overload Spell:
This is a mechanism which is currently found only on maps of the shaman. Overload reduces the available next train mana (without actually changing the number of mana crystals). You play your a fork lightning with "Overload (2)", you have the next train two mana less available. Magic overload are often more powerful than regular cards.

Combo Spell:
This particular mechanism is found currently only on maps of the villains. Combo solves always out if your have already played at least another card before the train - whether magic or servant (especially elegant way is to use the coin). Heroes abilities do not apply. If a combo triggered, the effect of the card is replaced by the stronger combo effect. Combo are like overcharging on servants. For some of them it means that they do have an effect only under combo conditions, such as the SI: 7 - Agent ("Combo: Causes 2 damage").

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